I'd like to create something where certain text is changed based on a language parser system. For those of you that have played world of warcraft, that's exactly what I'm trying to create (when opposing factions try to speak to eachother, a 'lol' may come out as 'bur' for someone not on the same faction)
I don't think anybody's cracked the code exactly for how Blizzard actually does it, but from what I've been able to gather is that the word that comes out depends on what vowels are in the word and the arrangement of the vowels, as well as how many letters the word contains.
And there's a predetermined list of all possible translations to come out based on the number of letters of a word, for example:
two letter words: An, Ko, Lo, Lu, Me, Ne, Re, Ru, Se, Ti, Va, Ve
three letter words: Ash, Bor, Bur, Far, Gol, Hir, Lon, Mod, Nud, Ras, Ver, Vil, Vos
etc.
You can see the full list here http://www.wowwiki.com/Common_%28language%29
Anyways, I believe I can figure it out as long as I know if it's possible in construct 2 to do any of the following based on the text of a text object: compare letters in each word, compare the vowels of each word, compare the letter count of each word, and possibly compare the placement of vowels in a word, If any of that is possible, then I may be able to figure it out. However I have no idea which expressions correlate to this.
I don't think the idea itself is very complicated. The steps to my idea when it translates a word would be:
1. Determine how many letters are in the word
2. Determine the placement of vowels in the word (so if an "a" is the first letter, or the second, or the third, etc)
3. Determine how many vowels there are
4. Translate the word
So, 'lol' would translate different than what 'all' would be because the placement of vowels is different. See what i'm saying? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Thanks for reading, I hope you'll be able to help out!